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Tanks don't fit together, but leave big gaps


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I've picked up KSP after a long break, and am running oodles of mods. A weird thing is happening...some of my basic tanks have the connection nodes too far out, leaving big gaps between tanks. The obvious solution is to start disabling mods one at a time until it stops happening...but with 106 mods installed, that would take ages! So I figured I'd ask here, in the hopes that somebody else has had this problem, and knows which mod is causing it. Or has any ideas which mods to focus on at least.

 

dg8wafh-350b66e2-c6fa-4233-9623-d6499eee

Here is my mod list:

[x] Science! Continued (xScienceContinued 6.0.2)
Alternate Resource Panel (AlternateResourcePanel 1:v2.11.0.0)
AmpYear (AmpYearPowerManager 1:V1.5.7.0)
ASET Consolidated Agency (ASETAgency v2.0.2)
ASET Consolidated Props Pack (ASETProps v2.0.6)
Astra Kodiak, Alaska Spaceport (AstraKodiakAlaskaSpaceport 1.0)
AT Utils (AT-Utils v1.9.4)
Aurora Space Center (AuroraSpaceCenter 1.2.1)
B9 Part Switch (B9PartSwitch v2.16.0)
BahamutoD Animation Modules (BDAnimationModules 1:v0.6.7.1)
Breaking Ground (BreakingGround-DLC 1.7.1)
Camera Focus Changer (CameraFocusChanger 1:1.1.0.2)
ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21)
Color Coded Canisters (ColorCodedCans 2.0.1)
Community Category Kit (CommunityCategoryKit v112.0.1)
Community Parts Titles (CommunityPartsTitles 0.9.3)
Community Resource Pack (CommunityResourcePack v112.0.1)
Community Tech Tree (CommunityTechTree 1:3.4.4)
Configurable Containers (ConfigurableContainers 2.5.0.1)
Configurable Containers Core (ConfigurableContainers-Core 2.4.8.3)
Contract Configurator (ContractConfigurator v2.6.1.0)
Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.3)
Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2)
Craft Manager (CraftManager 1.2.0)
Critical Temperature Gauge (CriticalTemperatureGauge 1.12.3.1)
Custom Pre Launch Checks (CustomPreLaunchChecks 1.8.1.1)
Dr. Jet's Chop Shop (ChopShop 1:0.11.4.5)
Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3)
Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 3.2.9)
Filter Extensions - Plugin (FilterExtensions 3.2.9)
Firespitter Core (FirespitterCore v7.17)
Fuel Tanks Plus (FuelTanksPlus 2.0.2)
Global Construction (GroundConstruction 2.6.4.1)
Global Construction Core (GroundConstruction-Core 2.6.4.1)
Hangar Extender (HangerExtenderExtended 3.6.0.2)
Harmony 2 (Harmony2 2.2.1.0)
Heat Control (HeatControl 0.6.1)
HyperEdit (HyperEdit 1.5.8.0)
Kerbal Alarm Clock (KerbalAlarmClock v3.14.0.0)
Kerbal Attachment System (KAS 1.12)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0)
Kerbal Inventory System (KIS 1.29)
Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.7.1.0)
Kerbal Konstructs (KerbalKonstructs v1.8.6.0)
Kerbal NRAP - Procedural Test Weights (KerbalNRAP 1.6.0.3)
Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.6.16)
Kerbal Renamer (KerbalRenamer v1.7.0.0)
Konstruction (Konstruction v112.0.1)
KSP AVC (KSP-AVC 1.4.1.9)
KSP Recall (KSP-Recall v0.4.0.1)
KXAPI (KXAPI 1.2.0)
LanderCanMk12 (LanderCanMk12 4)
Less Grindy Science (LessGrindyScience 1:1.0.0.1)
Lithobrake Exploration Technologies (LET) (formerly LETech) (LithobrakeExplorationTechnologies 0.5.1.0-release)
Making History (MakingHistory-DLC 1.12.1)
Malemute Rover (MalemuteRover v112.0.1)
MechJeb 2 (MechJeb2 2.14.3.0)
Minimum Ambient Lighting Updated (MinAmbLightUpd 1.2.6.2)
Mk2 Stockalike Expansion (Mk2Expansion 2:1.8.7)
Modular Rocket Systems (ModularRocketSystem 1.13.2)
Module Manager (ModuleManager 4.2.3)
Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE 1.1.1.3)
Near Future Construction (NearFutureConstruction 1.3.1)
Near Future IVA Props (NearFutureProps 1:0.7.1)
Near Future Solar (NearFutureSolar 1.3.2)
Near Future Solar Core (NearFutureSolar-Core 1.3.2)
Near Future Spacecraft (NearFutureSpacecraft 1.4.3)
Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12)
Part Commander Continued (PartCommanderCont 1.1.6.4)
Precise Node (PreciseNode 1.2.12)
RasterPropMonitor (RasterPropMonitor 1:v0.31.13.2)
RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.13.2)
RealChute Parachute Systems (RealChute v1.4.8.3)
Recycled Parts FTmN Atomic Rockets (RecycledPartsFTmNAtomicRockets 0.2.4.2)
Recycled Parts FTmN Improved Atomic Rockets (RecycledPartsFTmNImprovedAtomicRockets 0.2.4.2)
Recycled Parts Mk2 Essentials (RecycledPartsMk2Essentials 0.2.4.2)
Recycled Parts Mk2 Lightning (RecycledPartsMk2Lightning 0.2.4.2)
Recycled Parts Orgami Foldable Assets (RecycledPartsOrgamiFoldableAssets 0.2.4.2)
Recycled Parts RSCapsuledyne (RecycledPartsRSCapsuledyne 0.2.4.2)
REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.9.0)
SCANsat (SCANsat v20.4)
Ship Manifest (ShipManifest 6.0.8.0)
Show FPS (ShowFPS 1:0.3.1.3)
Smart Parts (SmartParts 1.9.17)
SpaceTux Library (SpaceTuxLibrary 0.0.8.5)
SpaceY Expanded (SpaceY-Expanded 1.4)
SpaceY Heavy Lifters (SYL) by NecroBones (SpaceY-Lifters 1:1.9.99.2-prerelease)
StageRecovery (StageRecovery 1.9.6.3)
Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.10)
Throttle Controlled Avionics (ThrottleControlledAvionics v3.7.0.1)
Tokamak Refurbished Parts (TokamakRefurbishedParts 0.3.1.2)
Toolbar (Toolbar 1:1.8.1.1)
Toolbar Controller (ToolbarController 1:0.1.9.11)
TriggerAu Flags (TriggerAu-Flags v2.11.0.0)
TweakScale - Rescale Everything! (TweakScale v2.4.7.3)
TweakScale Companion (the "UberPaket") (TweakScaleCompanion 2023.03.28.4)
TweakScale Redistributable (TweakScale-Redist v2.4.7.3)
Universal Storage II Finalized (UniversalStorage2 4.0.1.1)
USI Asteroid Recycling Technologies (USI-ART 1:v112.0.1)
USI Core (USI-Core v112.0.1)
USI Exploration Pack (USI-EXP v112.0.1)
USI Freight Transport Technologies (USI-FTT v112.0.1)
USI Kolonization Systems (MKS/OKS) (UKS 1:v112.0.1)
USI Life Support (USI-LS v112.0.1)
USI Tools (USITools v112.0.1)
Ventral Drill for Stock ISRU (VentralDrill 1.9.1)
WaypointManager (WaypointManager 2.8.3.5)
Zero MiniAVC (ZeroMiniAVC 1:1.1.3.2)
 

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23 hours ago, Royalswissarmyknife said:

Fuel Tanks Plus  seems to be the issue.

try to uninstall it and see if it works.

Did that, and unfortunately the problem is still there. I've gone up the tech tree a bit and unlocked more tanks, and it seems to be only the 1.5m tanks that are doing it, so it's not disaster, at least. 

14 hours ago, James Kerman said:

Thread moved from KSP 2 tech support, modded to KSP 1 tech support modded.

Whoops! Reading comprehension fail on my part. Sorry XD

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@Tokamak, you are not the first case I read about - someone on reddit got it recently:

I initially misdiagnosed the problem to be something preventing TweakScale from being loaded, but somehow the problem just vanished from that user's machine without any action from them. What's kinda rule out TweakScale, this thing when misbehaves, do it consistently.

Now you are telling us that this is happening on Stock 1.5 tanks - and on them alone. 

Since you are still getting the problem, can you please send me both a botched craft file as well the KSP.log with a test session where the problem happened? Please quit the game into Main Menu (or close KSP) before copying the KSP.log to prevent it from being truncated.

Cheers!

Edited by Lisias
Hit Save too soon.
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On 9/14/2023 at 4:20 AM, Tokamak said:

disabling mods one at a time

A better way is to use a "binary chop [bisection]".

You disable half the mods, A-M say; then test.

If that's no good, pick another "half": N-S say, and disable those also.

Or if it is good, re-enable "half": e.g. G-M.

And so you go, until the very culprit is found.  Just 7 or so iterations.

It sounds painful, but track what you are doing on a piece of notepaper and it's fun in the same way that only some people like to read Sherlock Holmes.

Spoiler

Now is the time the nitpickers come out of ze woodwork and point out that some mods rely on other mods, etc etc excuse etc.

"Begone, silly gnit pickers!"  This is exactement the fashion in which the great Hercule Poirot does le detection...

 

Edited by Hotel26
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2 hours ago, Tokamak said:

Here you go! I appreciate you looking at it.

I could have sworn there was a way to attach files here, but since I can't find any, here's a mega link to the log and craft files:

Found the problem! Or, at least, what looks like being the problem:

[EXC 20:51:35.274] MissingMethodException: AT_Utils.UIBundle AT_Utils.UIBundle.Create(string)
        System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) (at <9577ac7a62ef43179789031239ba8798>:0)
        Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
        System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) (at <9577ac7a62ef43179789031239ba8798>:0)
        System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) (at <9577ac7a62ef43179789031239ba8798>:0)
        System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) (at
        System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMar
        System.Activator.CreateInstance[T] () (at <9577ac7a62ef43179789031239ba8798>:0)
        AT_Utils.PluginGlobals`1[T].init_instance () (at <dfa2fbe96124462794ebeceb1d666cb2>:0)
        AT_Utils.PluginGlobals`1[T].Load () (at <dfa2fbe96124462794ebeceb1d666cb2>:0)
        AT_Utils.PluginGlobals`1[T].get_Instance () (at <dfa2fbe96124462794ebeceb1d666cb2>:0)
        GroundConstruction.JobBase.get_GLB () (at <153e62ae099745349276ac22b21d61e0>:0)
        GroundConstruction.VesselKit+<>c__DisplayClass20_0.<count_kit_resources>b__1 (PartResource res) (at <153e62ae099745349276ac22b21d61e0>:0)
        AT_Utils.CollectionsExtensions.ForEach[TSource] (System.Collections.Generic.IEnumerable`1[T] E, System.Action`1[T] action) (at <dfa2fbe96124462794ebeceb1d666cb2>:0)
        GroundConstruction.VesselKit+<>c__DisplayClass20_0.<count_kit_resources>b__0 (Part p) (at <153e62ae099745349276ac22b21d61e0>:0)
        System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) (at <9577ac7a62ef43179789031239ba8798>:0)
        GroundConstruction.VesselKit.count_kit_resources (IShipconstruct ship, System.Boolean assembled) (at <153e62ae099745349276ac22b21d61e0>:0)
        GroundConstruction.VesselKit..ctor (PartModule host, ShipConstruct ship, System.Boolean assembled, System.Boolean simulate) (at <153e62ae099745349276ac22b21d61e0>:0)
        GroundConstruction.GCEditorGUI.Update () (at <153e62ae099745349276ac22b21d61e0>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

You have a serious versioning conflit between GroundContruction and AT_Utils. This is generating tons and tons of Exceptions, INSIDE THE EDITOR's UPDATE, and this may explain these weird misbehaviours on it - things inside Editor happens under a somewhat fragile equilibrium between add'ons. and if something royally screws up the timings (and logging into KSP.log every Update is a hell of a timing screwer) , things start to happen out of order and this may explain this misbehaviour.

Uninstall Ground Construction and see if the problem goes away - I suggest to do it on a full backup, because removing (or deactivating) add'ons and loading savegames will completely screw up any crafts that would be using them (it's the reason people gets screwed when TweakScale is killed).

If yes (and I think it will), advise here and we will try to find a fix for it - I want to have confirmation before poking on other authors' code… :) 

 

1 hour ago, Hotel26 said:
  Hide contents

Now is the time the nitpickers come out of ze woodwork and point out that some mods rely on other mods, etc etc excuse etc.

"Begone, silly gnit pickers!"  This is exactement the fashion in which the great Hercule Poirot does le detection...

 

"If you wish to catch a rabbit you put a ferret into the hole, and if the rabbit is there he runs." — Hercule Kerman.

Edited by Lisias
Tyop! Surprised?
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2 hours ago, Hotel26 said:

A better way is to use a "binary chop [bisection]".

You disable half the mods, A-M say; then test.

If that's no good, pick another "half": N-S say, and disable those also.

Or if it is good, re-enable "half": e.g. G-M.

And so you go, until the very culprit is found.  Just 7 or so iterations.

It sounds painful, but track what you are doing on a piece of notepaper and it's fun in the same way that only some people like to read Sherlock Holmes.

  Hide contents

Now is the time the nitpickers come out of ze woodwork and point out that some mods rely on other mods, etc etc excuse etc.

"Begone, silly gnit pickers!"  This is exactement the fashion in which the great Hercule Poirot does le detection...

 

I mean, possible...but when KSP takes like 15+ mins to start up each time... XD

25 minutes ago, Lisias said:

Found the problem! Or, at least, what looks like being the problem:

[EXC 20:51:35.274] MissingMethodException: AT_Utils.UIBundle AT_Utils.UIBundle.Create(string)
        System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) (at <9577ac7a62ef43179789031239ba8798>:0)
        Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
        System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) (at <9577ac7a62ef43179789031239ba8798>:0)
        System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) (at <9577ac7a62ef43179789031239ba8798>:0)
        System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) (at
        System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMar
        System.Activator.CreateInstance[T] () (at <9577ac7a62ef43179789031239ba8798>:0)
        AT_Utils.PluginGlobals`1[T].init_instance () (at <dfa2fbe96124462794ebeceb1d666cb2>:0)
        AT_Utils.PluginGlobals`1[T].Load () (at <dfa2fbe96124462794ebeceb1d666cb2>:0)
        AT_Utils.PluginGlobals`1[T].get_Instance () (at <dfa2fbe96124462794ebeceb1d666cb2>:0)
        GroundConstruction.JobBase.get_GLB () (at <153e62ae099745349276ac22b21d61e0>:0)
        GroundConstruction.VesselKit+<>c__DisplayClass20_0.<count_kit_resources>b__1 (PartResource res) (at <153e62ae099745349276ac22b21d61e0>:0)
        AT_Utils.CollectionsExtensions.ForEach[TSource] (System.Collections.Generic.IEnumerable`1[T] E, System.Action`1[T] action) (at <dfa2fbe96124462794ebeceb1d666cb2>:0)
        GroundConstruction.VesselKit+<>c__DisplayClass20_0.<count_kit_resources>b__0 (Part p) (at <153e62ae099745349276ac22b21d61e0>:0)
        System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) (at <9577ac7a62ef43179789031239ba8798>:0)
        GroundConstruction.VesselKit.count_kit_resources (IShipconstruct ship, System.Boolean assembled) (at <153e62ae099745349276ac22b21d61e0>:0)
        GroundConstruction.VesselKit..ctor (PartModule host, ShipConstruct ship, System.Boolean assembled, System.Boolean simulate) (at <153e62ae099745349276ac22b21d61e0>:0)
        GroundConstruction.GCEditorGUI.Update () (at <153e62ae099745349276ac22b21d61e0>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

You have a serious versioning conflit between GroundContruction and AT_Utils. This is generating tons and tons of Exceptions, INSIDE THE EDITOR's UPDATE, and this may explain these weird misbehaviours on it - things inside Editor happens under a somewhat fragile equilibrium between add'ons. and if something royally screws up the timings (and logging into KSP.log every Update is a hell of a timing screwer) , things start to happen out of order and this may explain this misbehaviour.

Uninstall Ground Construction and see if the problem goes away - I suggest to do it on a full backup, because removing (or deactivating) add'ons and loading savegames will completely screw up any crafts that would be using them (it's the reason people gets screwed when TweakScale is killed).

If yes (and I think it will), advise here and we will try to find a fix for it - I want to have confirmation before poking on other authors' code… :) 

 

"If you wish to catch a rabbit you put a ferret into the hole, and if the rabbit is there he runs." — Hercule Kerman.

Gotcha! I will try that. Though I'm mid-machine migration atm so it'll probably be a day or two. I'll get back to you. Thank you! :)

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9 minutes ago, Tokamak said:

I mean, possible...but when KSP takes like 15+ mins to start up each time... XD

Some would say that 106 mods is an "own wound", you see.  Nothing is free.

Anyway, I do hope that my colleague (Lisias) has got a good fix for you.  Peace & prosperity, friend.

Edited by Hotel26
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9 hours ago, Hotel26 said:

Some would say that 106 mods is an "own wound", you see.  Nothing is free.

It really depends of the nature of the mods.

PartSet only mods, you can shove as much as you wish as long you have memory for them. There're still a few loose ends on KSP where a badly configured Part Config can cause some damage, but these are the exceptions.

Mods that adds features to the game, when well written, are also usually safe - as long no one screws with them. If something breaks TweakScale and prevents it from work, it's obviously that all you scaled parts will be screwed too.

Mods that changes features on the game, on the other hand, are the hairy ones. These need to have a high degree of testings and validations that are not usual to be done by enthusiasts. Interestingly enough, most of them around here ends up working pretty well.

We have a minority of add'ons playing havoc nowadays, and all of them - and I want to say it again, all of them with known issues that are being refused to be fixed. 95% of the support I do is about known bugs that are recurrent in the wild because they are simply not fixed.

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12 minutes ago, Tokamak said:

Unfortunately removing global construction (which I assume you meant. There is no "ground construction" on the list) did not resolve the issue.

Weird, the problem is happening on a DLL called GroundConstruction, and you must have it in your GameData, because it's being logged as expected:

[LOG 20:45:47.982] Load(Assembly): GroundConstruction/Plugins/GC.UI
[LOG 20:45:47.982] AssemblyLoader: Loading assembly at J:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\GroundConstruction\Plugins\GC.UI.dll
[LOG 20:45:47.983] Load(Assembly): GroundConstruction/Plugins/GroundConstruction
[LOG 20:45:47.983] AssemblyLoader: Loading assembly at J:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\GroundConstruction\Plugins\GroundConstruction.dll
[LOG 20:45:47.985] AssemblyLoader: KSPAssembly 'GroundConstruction' V2.6.0

Do you use CKAN?

In a way or another, please send me a new KSP.dll . Don't bother to reproduce the problem, just reach the Main Menu, then quit KSP, then send me the new KSP.log.

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On 9/15/2023 at 1:20 PM, Lisias said:

Do you use CKAN?

In a way or another, please send me a new KSP.dll . Don't bother to reproduce the problem, just reach the Main Menu, then quit KSP, then send me the new KSP.log.

I do use CKAN, yes. I assume you meant "KSP.log" that first time, not dll? If not, I'm not sure where to find that.  Here is the log, though. I did just what you said.

https://mega.nz/folder/4xQVWYqY#uv6i06Wi7wJ_3oDC06oAzA

(same link as before, but it's the new log file, I just deleted the earlier one and put this one in the same directory)

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  • 3 weeks later...
On 9/17/2023 at 4:31 AM, Tokamak said:

I do use CKAN, yes. I assume you meant "KSP.log" that first time, not dll? If not, I'm not sure where to find that.  Here is the log, though. I did just what you said.

https://mega.nz/folder/4xQVWYqY#uv6i06Wi7wJ_3oDC06oAzA

(same link as before, but it's the new log file, I just deleted the earlier one and put this one in the same directory)

Crap, I let this pass trough. Sorry.

I tried to download the new log, but mega.nz is not working for me today - it's not the link the problem, the whole mega.nz is not responding here.

You probably solved the problem by yourself by this time - but it this is still an issue for you, post a new KSP.log using something else but not mega.nz, and I will inspect it.

Cheers.

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No worries, you don't owe me tech support or anything. I appreciate your time.

I never did fix it, I just lived with adjusting it when needed. XD (It's only the small tanks)

I don't have anywhere else I can easily stick the log right now, but it's probably not worth worrying about.

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7 hours ago, Tokamak said:

No worries, you don't owe me tech support or anything. I appreciate your time.

I never did fix it, I just lived with adjusting it when needed. XD (It's only the small tanks)

I don't have anywhere else I can easily stick the log right now, but it's probably not worth worrying about.

Problem is… This thing are happening in the wild, and I'm taking the heat. If we could diagnose your rig, I will help to prevent further damaging in the field.

What I managed to gather until this moment is that apparently the ReRoot problem plaguing the Editor since KSP 1.8.0 is also affecting living crafts - when you dock, your craft is ReRooted, and consequently screwed.

Merging SubAssemblies (or crafts) appears to be affected too - you merge a subassembly and your craft's nodes get screwed…

And with the craft's nodes completely screwed, when the craft goes to rails and then back, TweakScale will be called to rebuilt the nodes and… Garbage In, Garbage Out: with screwed nodes, you will get scaled screwed nodes. TweakScale really scales everything, including borkages.

You will find further information on the following links:

https://github.com/KSPModdingLibs/KSPCommunityFixes/pull/142

Interesting enough, apparently you are being plagued by a lesser form of the problem, what's by itself something to be analysed.

In a way or another, if you change your mind I'll be around!

Cheers!

Edited by Lisias
tyops!
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On 10/3/2023 at 2:39 AM, Tokamak said:

No worries, you don't owe me tech support or anything. I appreciate your time.

I never did fix it, I just lived with adjusting it when needed. XD (It's only the small tanks)

I don't have anywhere else I can easily stick the log right now, but it's probably not worth worrying about.

Oh, well… Just to inform you: I reproduced the problem easily on a (almost) Stock KSP 1.12.5.

https://github.com/TweakScale/TweakScale/issues/314

Problem: this thing was working, I'm absolutely sure about. I didn't released anything since the borkage started to happen, and no new KSP release were issued neither.

The thing just started to happen, out of the blue. Why? Good question.

In a way or another, I will see what I can do about.

One possible way to mitigate one aspect of the problem is selecting the Variant of the part before scaling it.

I only checked for this problem on Editor, however. I still need to check how this thing is behaving with flying crafts.

--- POST EDIT ---

Flight scene appears be all right. All the crafts I cheated into space, with parts scaled, behave as expected,  including docking and undocking.

More tests as needed to be sure, but apparently the problem is confined to the Editor.

I will update this as new information is gathered.

Edited by Lisias
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